| Post/Author/DateTime | Post |
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| R.M.G.C.L.F.12-17-04, 06:56 PM | Doomed Mindengu Medium Undead HD:3d12+3(22hp) Initiative:+2 Speed: 30ft, fly 20ft (su, good) AC:15(+2dex,+3 natural) Attacks: 2 claws+3 melee Damage: Claw 1d4+2, crit 19-20/x2 Face/Reach: 5ft by 5ft/5ft Special Attacks: rend, deadly mishap, spell-like abilities Special Qualities: Fast healing 3, cold and electricity resistance 5, feign death, darkvision 60ft, reform, turn resistance +1, wretched twisting Saves:Fort+1,Ref+3,Will+2 Abilities:Str9,Dex15,Con-,Int8,Wis8,Cha13 Skills: Spot+6, Listen+6, HIde+7, Move silently+7, Knowledge(history)+1 Feats: Toughness, weapon finesse(claw) _________________________ Climate/Terrain: deserts, cities, ruins, underground Organization: Solitary or crypt (2-4) CR:3 Alignment: Usually lawful evil Treasure: Standard, no gold, at least one cursed item Advancement: 4-8hd(med), 9-15hd (large) Doomed Mindengus resemble horrid emaciated corpses. Dull and withered, their leathery skin is a bbrown or grey color, their fingers twisted into wicked claws, bodies draped in tattered rags, their bald heads with small narrow teeth and tiny white embers for eyes. They are normally hunched over with their stringy arms crossed as the move, floating inches off the ground with the bloody footless legs trailing behind them. Doomed Mindengus are twisted bringers of misfortune and suffering. They operate covertly to bring about disastrous mishaps or directly attack. Doomed Mindengus are said to be the shades of humanoids who died in improbable accidents or who angered fate. Others say they are made from a special kind of curse that persues the afflicted even into death. Regardless of the cause, Mindengus do walk the world of the living. Most of them are hateful and bitter creatures that delight in inflicting ill fortune and harm upon those who live and/or have great luck. Some of them take on a more detached existance of roaming the earth seeking some way to achieve happiness through their own efforts instead of relying on chance, and some try to help out the unfortunate out of empathetic pity, but these are few and far between. Combat Doomed Mindengus like to lay low with corpse feign and harm opponents from a distance with deadly mishap, often while they are engaged with another threat, and afflict opponents with doom to further impede their efforts. When entering into combat they rise up and flail away with their claws, cursing the most troublesome opponent. If disabled but not destroyed they will lay low for a while before sneaking up to catch the party unprepared. Wretched Twisting(ex): A doomed mindengu can use its dexterity modifier for damage rolls. Rend(ex): A doomed mindengu that hits with both claws automatically does an extra 1d12 points of damage. Deadly Mishap(su): At a range of up to 210 feet, twice per day, a doomed mindengu can magically warp chance to inflict disaster, creating one of the following effects: Fumble: -13 luck penalty to a single skill check Succum: -7 luck penalty to a single saving throw Collapse: Part of overhanging structure falls down on a 10ft by 5ft area, causing those walking on it to fall and dealing 2d6 bludgeoning damage (if standard stone or metal building), 2d4 (if sod or wood), or 1d8 slashing (if glass or crystal) to those below. A successful reflex save dc:12 negates the damage. Lightning: This ability can only be used outside during a storm. A single lightnign bolt strikes at the target dealing 1d10 electric damage. A succesful reflex save dc:12 negates it. Slip: Target falls prone and takes 1 bludgeoning damage (if on hard surface). No save is allowed. Feign Death(ex): An inactive doomed mindengu can let itself hang and appear to be a harmless corpse. It takes a spot check dc:24(20+hd+cha bonus) to detect the ruse. Reform(su): A doomed mindengu reduced to 0hp is merely disabled (treat as helpless), not destroyed. In order to destroy a mindengu one must reduced it to -20hp. All effects that specifically say they destroy rather than simply damage (such as a distrupting weapon or turning or a disintegrate spell) reduce it to -20hp. If an attack reduces it to 0hp, the remaining damage carries over. One can destroy a disabled mindengu by attacking the body until it falls to -20hp. After 13 rounds a disabled mindengu restores superficial harm and lost body parts and rises to its full hp, fully recovered. Spell-like abilities(sp): three per day: doom, once per day: bestow curse. Charisma based dc, caster level 3rd. |
| R.M.G.C.L.F.03-23-05, 10:37 PM | bump |
| R.M.G.C.L.F.03-02-06, 11:54 AM | :bump: |
| Dench03-02-06, 02:40 PM | mmm I'm not quite sure about the CR 2, I think it's low for his SA... guess a CR 3 will do :D |
| R.M.G.C.L.F.03-02-06, 04:09 PM | Done. |
| IceFractal03-02-06, 04:30 PM | Nice undead, could be hideously irritating to a group if it was following them unspotted. There is something I notice though - since it has fast healing 3, the Reform ability will never kick in, because it will take at most 7 rounds to heal up above 0 (from -19), except for unusual circumstances like being hit for 3 points of damage each round. Perhaps fast healing should be supressed when it's disabled. |
| R.M.G.C.L.F.03-02-06, 04:35 PM | Nice undead, could be hideously irritating to a group if it was following them unspotted. There is something I notice though - since it has fast healing 3, the Reform ability will never kick in, because it will take at most 7 rounds to heal up above 0 (from -19), except for unusual circumstances like being hit for 3 points of damage each round. Perhaps fast healing should be supressed when it's disabled. True, but fast healing only functions when you have at least 1 hit point or more. |
| Echoes of Deception03-03-06, 01:58 PM | Does its deadly mishap improve as it advances in Hit Die, or are those fixed numbers? |
| R.M.G.C.L.F.03-03-06, 10:25 PM | Fixed numbers. |